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T O P I C    R E V I E W
msatran Posted - 01 Nov 2005 : 03:49:42
Warning to all people who don't have the issue already:

The latest Dungeon contains an FR adventure called The Twisted Run.

The map of the final encounter is MISSING. It is nowhere within the text of the adventure. Bother Dungeon until this is fixed. :)
23   L A T E S T    R E P L I E S    (Newest First)
warlockco Posted - 24 Nov 2005 : 01:57:25
quote:
Originally posted by msatran

PS: Are you SURE these things are only CR 16 with DR 10/Silver and SR 40?



That DR 10/Silver AND Magic.
msatran Posted - 23 Nov 2005 : 22:11:38
Actually, Wil is right, because the proliferation of damage dealing Conjuration/Creation spells that totally ignore SR (and let me tell you, my PC's memorize these left and right) grows with each passing sourcebook. And let me tell you, my PC's memorize these things all the time. Empowered Orb of Acid is utterly absurd for a 6th level slot. It's virtually a guaranteed 78 points of damage at level 15. AND you can crit with it. :)
Arivia Posted - 23 Nov 2005 : 16:45:00
quote:
Originally posted by Wil_Upchurch
Arivia- The DR was based off the lycanthrope template, so it's a bit different than just assigning it to a monster. The SR is just a mistake, it really should be CR+10 if you want everything to be mathematically balanced. Still, it doesn't hurt to nerf the uber-powerful spellcasters occasionally, does it?



Oh, I know-I was just comparing it to that sidebar as he was asking a question about their suitability at that CR. CR, DR, SR, yaargh...
Wil_Upchurch Posted - 23 Nov 2005 : 16:32:36
quote:
Originally posted by msatran

PS: Are you SURE these things are only CR 16 with DR 10/Silver and SR 40?



Don't forget fast healing 5. :)

Yeah, these guys are beasts, but compare them to some other CR 16 creatures and I think you'll find them comparable. My playtest groups didn't really have a problem with them, it just took some tactics (which is good :) ).

Arivia- The DR was based off the lycanthrope template, so it's a bit different than just assigning it to a monster. The SR is just a mistake, it really should be CR+10 if you want everything to be mathematically balanced. Still, it doesn't hurt to nerf the uber-powerful spellcasters occasionally, does it?
Arivia Posted - 23 Nov 2005 : 16:10:47
quote:
Originally posted by msatran

PS: Are you SURE these things are only CR 16 with DR 10/Silver and SR 40?



According to page 300 of the MM 3.5 their DR is underpowered and their SR is overpowered, so it all works out in the end.
msatran Posted - 23 Nov 2005 : 06:51:18
PS: Are you SURE these things are only CR 16 with DR 10/Silver and SR 40?
msatran Posted - 23 Nov 2005 : 06:07:52
Wil? Thank you VERY much. This is the best customer service I've seen from someone in quite a while. I am grateful that you did this, and look forward to your next effort. Plus, original design intent is important to me. :)
KnightErrantJR Posted - 22 Nov 2005 : 19:55:19
Wil, you are awesome . . . thanks!
Wil_Upchurch Posted - 22 Nov 2005 : 19:39:06
quote:
Originally posted by warlockco

Now to make time to actually look at them.



Couldn't wait to see it but can wait to look at it!
:D

Here's another little bonus. Here are the first generation stone giant blacktooth dire weretigers. (whew!) Sorry they're in the old stat block format, I'm not converting them. :) These were meant to be outside Deg Shanat, but for space reasons they were cut in favor of the already-statted rangers.

******


Creatures: First generation stone giant blacktooth dire weretiger (2): (giant form): CR 16; Large Giant (Shapechanger); HD 14d8+56+16d8+112; hp 303; Init +2; Spd 40 ft.; AC 33, touch 11, flat-footed 31; Base Atk +22; Grp +34; Atk +29 melee (2d8+12, greatclub) or +29 melee (1d4+8, slam) or +23 ranged (2d8+12, rock); Full Atk +29/+24/+19/+14 melee (2d8+12, greatclub) or +29 melee (1d4+8, 2 slams) or +23 ranged (2d8+12, rock); SA rock throwing; SQ alternate form, darkvision 60 ft., fast healing 5, low-light vision, rock catching, scent, SR 40, tiger empathy; AL CE; SV Fort +23, Ref +16, Will +16; Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11.

Skills: Climb +16, Hide +9, Jump +16, Listen +16, Move Silently +10, Spot +20, Swim +11.

Feats: Alertness, Combat Reflexes, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Point Blank Shot, Power Attack, Precise Shot, Run, Stealthy, Weapon Focus (claw).

Languages: Giant.

Possessions: greatclub, hide armor, 14 throwing rocks, giant’s sack (8 random mundane items, 2 random minor magic items, and 138 pp).

Stone giant blacktooth dire weretiger, hybrid form: CR 16; Large Giant (Shapechanger); HD 14d8+56+16d8+112; hp 303; Init +4; Spd 50 ft.; AC 35, touch 13, flat-footed 31; Base Atk +22; Grp +42; Atk +38 melee (2d4+16, claw) or +37 melee (2d8+24, greatclub) or +25 ranged (2d8+24, rock); Full Atk +38 melee (2d4+16, 2 claws) and +32 melee (2d6+8, bite) or +37/+32/+27/+22 melee (2d8+24, greatclub) and +32 melee (2d6+8, bite) or +25 ranged (2d8+24, rock); SA rock throwing; SQ alternate form, damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, low-light vision, rock catching, scent, SR 40, tiger empathy; AL CE; SV Fort +26, Ref +18, Will +16; Str 43, Dex 19, Con 25, Int 10, Wis 10, Cha 11.

Skills: Climb +24, Hide +11, Jump +24, Listen +16, Move Silently +12, Spot +20, Swim +19.

Stone giant blacktooth dire weretiger, dire tiger form: CR 16; Large Giant (Shapechanger); HD 14d8+56+16d8+112; hp 303; Init +4; Spd 50 ft.; AC 30, touch 13, flat-footed 26; Base Atk +22; Grp +42; Atk +38 melee (2d4+16, claw); Full Atk +38 melee (2d4+16, 2 claws) and +32 (2d6+8, bite); SA Improved grab, pounce, rake 2d4+8; SQ alternate form, damage reduction 10/magic and silver, darkvision 60 ft., fast healing 5, low-light vision, scent, SR 40, tiger empathy; AL CE; SV Fort +26, Ref +18, Will +16; Str 43, Dex 19, Con 25, Int 10, Wis 10, Cha 11.

Skills: Climb +24, Hide +11, Jump +24, Listen +16, Move Silently +12, Spot +20, Swim +19.

Improved Grab (Ex): To use this ability, the dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +36 melee, damage 2d4+8.

Tactics: The stone giants stay in hybrid form at all times now, enjoying the form’s strength and savagery. They stay on the hilltop looking south, throwing boulders at anyone they spot coming up the road as soon as they get within 360 feet. Should they lose sight of their prey, they will search the area for an hour before going back up to their perch. The stone giants never go inside Deg Shanat, even if they hear or see signs of combat.
warlockco Posted - 21 Nov 2005 : 23:30:47
Now to make time to actually look at them.
Alaundo Posted - 21 Nov 2005 : 21:52:39
quote:
Originally posted by Wil_Upchurch

quote:
Originally posted by msatran

Thanks, Wil. That would mean a great deal to me.



Well, I drew the map, it isn't all that much of a map (which I why I felt ok leaving it out), but I'll touch it up over the weekend and scan it here on Monday. :)



Well met

Courtesy of Wil Upchurch, the map for The Twisted Run is now available here at Candlekeep. You can view and download the ZIP (1.2MB) containing 3 versions of the map over in The Map Room. Although for those eager to obtain the map, I will provide the direct download location herein.

1.2MB Map Download for "The Twisted Run"

Contents of ZIP are as follows:

There are three maps included:

4x1: A print-ready DM's map with key.
1x1: A miniature's scale map with DM's info removed (it will take 4 sheets to print this out).
4x1screen: A fairly ugly but small (file size) version that's easily downloaded.

The elevation changes indicated on the map are the ripples and folds of the cavern. The +5 ft. section is included for swashbuckling and tactical combat purposes, if your PCs are so inclined
warlockco Posted - 12 Nov 2005 : 04:16:54
Can't wait to see it.
Wil_Upchurch Posted - 11 Nov 2005 : 16:08:01
quote:
Originally posted by msatran

Thanks, Wil. That would mean a great deal to me.



Well, I drew the map, it isn't all that much of a map (which I why I felt ok leaving it out), but I'll touch it up over the weekend and scan it here on Monday. :)
msatran Posted - 08 Nov 2005 : 09:49:27
Thanks, Wil. That would mean a great deal to me. I personally recommend Malar's Chosen replacement be Druid 20/Ranger 2/Hie 4. Yeah, it's CR 30, but so what?
Alaundo Posted - 03 Nov 2005 : 08:27:40
quote:
Originally posted by Wil_Upchurch

Guys, I didn't spec a map for the final encounter, if you want me to make a pencil drawing and attach it I will. :)

The Twisted Run didn't need a map...it's essentially miles and miles of twisting tunnels. The final room probably needed a map, but I didn't spec one for whatever reason, and they didn't ask for one. :)

If you really want a map and are planning to run the adventure, I'll draw one for you.



Well met

Splendid, Wil. I'm sure many of us will appreciate that. If ye need someone to place the map, than i'll gladly make room for it here at Candlekeep. If ye wish, please contact me to discuss.
warlockco Posted - 03 Nov 2005 : 04:32:27
quote:
Originally posted by Wil_Upchurch

Guys, I didn't spec a map for the final encounter, if you want me to make a pencil drawing and attach it I will. :)

The Twisted Run didn't need a map...it's essentially miles and miles of twisting tunnels. The final room probably needed a map, but I didn't spec one for whatever reason, and they didn't ask for one. :)

If you really want a map and are planning to run the adventure, I'll draw one for you.




That would be great Wil.

I know I would appreciate it, but not having that issue of Dungeon yet, I can't realy make any comments yet.
Wil_Upchurch Posted - 03 Nov 2005 : 03:40:16
Guys, I didn't spec a map for the final encounter, if you want me to make a pencil drawing and attach it I will. :)

The Twisted Run didn't need a map...it's essentially miles and miles of twisting tunnels. The final room probably needed a map, but I didn't spec one for whatever reason, and they didn't ask for one. :)

If you really want a map and are planning to run the adventure, I'll draw one for you.
ericlboyd Posted - 01 Nov 2005 : 21:18:27
You'll have more luck making your point if you post this on the Paizo boards, I imagine.

--Eric
msatran Posted - 01 Nov 2005 : 20:06:45
I hate to say this, but the gentleman is correct. When an adventure is published, they are sort of obliged to fulfill their publishing obligation and give you maps for all the encounter areas.
Kajehase Posted - 01 Nov 2005 : 19:45:46
Because that's DUNGEON's job dammit!
Arivia Posted - 01 Nov 2005 : 17:55:35
quote:
Originally posted by msatran

Trust me when I say this, Arriva.

The encounter is EL 20. It contains multiple elevations, furrows, and takes place in a room with multiple exits.

Not having a map for it is completely insane. :)



Why do you keep mispelling my name?

And if you know all that's there, can't you draw the thing yourself?
msatran Posted - 01 Nov 2005 : 07:38:30
Trust me when I say this, Arriva.

The encounter is EL 20. It contains multiple elevations, furrows, and takes place in a room with multiple exits.

Not having a map for it is completely insane. :)
Arivia Posted - 01 Nov 2005 : 05:28:05
Is it not possible that there doesn't need to be one for the encounter?

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